Randomly fill virtual pages, check if sparse residency for 2D images is supported

This commit is contained in:
saschawillems 2016-09-17 19:08:27 +02:00
parent 9ce827b3f3
commit 18b7a52ece
5 changed files with 113 additions and 28 deletions

View file

@ -17,13 +17,13 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
//layout (location = 2) out vec3 outNormal;
//layout (location = 3) out vec3 outViewVec;
//layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
vec4 gl_Position;
};
void main()
@ -34,11 +34,12 @@ void main()
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
/*
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
vec3 lightPos = vec3(0.0);
vec3 lPos = mat3(ubo.model) * lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
*/
}